Space Engineers

Space Engineers

510 ratings
Easy Inventory
Type: Mod
Mod category: Script, Other
File Size
0.050 MB
Mar 16, 2016 @ 10:29pm
Dec 3, 2017 @ 1:35pm
41 Change Notes ( view )

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Easy Inventory

In 1 collection by DraygoKorvan
Space Engineers Physics
10 items
Works in Dev and Stable

New Feature! Easy inventory will queue blocks to the assembler if you hold shift while right clicking. Ctrl + Shift + Right click will queue 10 of a block. Easy!

Download and use the Text HUD Api (in the bar on the right) to move the notifications to the top left of your screen.

Right click storage blocks to extract needed items automatically.
Alt + Right click to deposit all items into a cargo container.
Ctrl + Right click , withdraw 10x of selected block.
Shift + Right click to queue block in an assembler
Ctrl + Shift + RIght click to queue 10 blocks in an assembler.

How to use:

Select block you want to build in your toolbar, right click container with items in it, all items are automatically transferred to your character for easy building. If you cannot pull the complete block in one go, the mod will remember and try to pull the remaining items on the next right click. Useful if items are spread across containers.

Works in Multiplayer!
Popular Discussions View All (5)
Apr 23, 2017 @ 10:54am
Can you make this work for welder ships?
KC Pilot
Oct 25, 2017 @ 4:17pm
Pulling through Piston crashes Game
Jan 25 @ 3:57am
Easy Inventory Dedicated server problem.
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askenef Apr 11 @ 1:13am 
this is the best mod ever created
Stollie Mar 19 @ 1:34pm 
Sounds promising, thanks for looking into it :)
DraygoKorvan  [author] Mar 19 @ 12:32pm 
XML is a bit clunky for this. I have a solution in the cooker on my end that will let other mods change the default push behaviour of this mod.
Stollie Mar 18 @ 11:42pm 
Yeah I agree its not a good fix, it would be nice to have a settings.xml type file for your mod where people can modify it themselves but thats beyond my skllset to do, haha

I thought it was weird he made them components as well, it's made by Meridius, who is also a pretty skilled modder so he must have his reasons...
DraygoKorvan  [author] Mar 17 @ 2:29pm 
I would suggest to the mod author to change the item type to something that isnt a build component. Seems strange that you would use that type for something you dont use to build objects with.

Another possibility is i can enable some mod communication so other mods can modify the behavior of this mod.

An explicit hardcoded whitelist is not an acceptable solution however.
DraygoKorvan  [author] Mar 17 @ 2:22pm 
No, that is not a good fix. A good fix is to whitelist or blacklist by type not by name. I can't put in something that would require me to constantly reupdate the mod every time another mod exists with something that should or shouldnt be deposited.
Stollie Mar 17 @ 1:26am 
Fixed it up for myself, just added the below to core.cs. Would it be ok to upload it as an optional variation from the main mod linking back to this page?: -

if (item.Content is MyObjectBuilder_Component)
var defid = MyDefinitionManager.Static.GetComponentDefinition(item.Content.GetId());

if (defid.Id.SubtypeName == "ConsumableHealth25")
if (defid.Id.SubtypeName == "ConsumableHealth50")
if (defid.Id.SubtypeName == "ConsumableEnergy25")
if (defid.Id.SubtypeName == "ConsumableEnergy50")
if (defid.Id.SubtypeName == "EngineerShield")
Stollie Mar 13 @ 7:43pm 
@DraygoKorvan - any chance of updating this to work nicely with Lucas's (Meridius) new medkit/energy kit/personal shield mod so that it doesnt deposit them as back in cargo with everything else?

They are considered components by the game :D
Dumb Feb 13 @ 1:45pm 
mod conflicts with the 10000000 inventory size mod. linky: I'm turning the other one off
Ollis Feb 11 @ 3:37pm 
After the physics update only "hotkey" that works for me, and I have tried old saves, and new worlds, is the right click to pull out components, other then that it works fine.